Professional Work

Ninja: Feet of Fury is out on IOS, Android, and the Amazon App Store now. We just released a huge update with improved graphics and lots of other improvements. If you like Runner games you should check this one out, my kids are addicted to it.

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Hate it or love it, BurgerTime deserved a proper modernization. Fans from the series will enjoy the retro yet modern feel of this game.

I worked on this game much later in its development cycle, but I was able to finalize more of the engine/certification requirements to get this game out the door. Please check this game out, at least download the demo and try out the new awesome take on BurgerTime!

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This post is really late, but since ScaryGirl just recently came out on Steam I figured now is the time to update my website.

ScaryGirl is the first real action/platformer that I worked on from start to finish. I spent a little more than a year working on this project. My main focus was player controls, the swing/tentacle mechanic, and combat. I also got to do a bunch of other things on the project as I manged the code team from working on developing shaders, designing the camera, inventory, save system, and working on environmental hazards. This game looks beautiful, the art team did an amazing job! Working with Nathan the creator of ScaryGirl was also a dream come true. He is an amazingly smart and creative person that I hope to have the chance to work with in the future.

Check out this video review, of course we want a perfect 10, and we always work torwards that goal, but a 7.5 from IGN is still really good.

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I don’t know about everyone else, but i’m a huge fan of Kart racers like Mario Kart and Diddy Kong Racing! After working to combine elements of Kart racers with Roller Derby, we’ve made a very unique game that everyone will enjoy playing. If you don’t know much about roller derby, don’t worry we’ll have a pretty robust tutorial to get you up to speed. Working on this game has been pretty challenging, mainly because of the size limit that WiiWare titles require. We want to put so much into this game that sometimes it doesn’t seem possible in 40MB. With that said, it does allow us to focus on gameplay, which is where this game is going to shine. In the meantime check out this interview done with the designer on my team, and yes he really is that crazy 🙂

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This is the most recent game that I shipped. This game was one of the most intense projects I worked on. With a very short development time, we had to make decisions and stick with them. The end result is a game that is a complete blast to play. This game is very much like the old Ninja Turtle games I use to play. I got to work with an amazing team of people including an new employee to Frozen Codebase a Call of Duty lead designer. I was able to learn a lot from him in the time we worked together. I managed the combat system, the camera, all PS3 TRC’s, player controls, and animations.

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I primarily worked on the UI and game optimizations. This game used the Torque 360 engine, the same engine that powered Marble Blast Ultra for XBLA. I learned a lot while working on this project. Theres also a PC version of this game.

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I worked on this game for about 10 months, where I mostly did player controls, camera, combat, Xbox 360 TCR’s, network code, leaderboards, matchmaking and a progressive lobby. Build nights where we’d get to play this game were always a blast. As with every game theres a million things you can’t quite get in before the game ships, but overall I am super proud of the work I did on this title.

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This project was a blast to work on, it was the first game that we did using the Vicious Engine. The unique gameplay style of this game offers an interesting strategy feel. Not to mention this game also came out on the PC, so you can pick it up even if you don’t have a Xbox 360. I setup the Xbox Live leaderboards, and worked on a lot of the voice chat, matchmaking, achievements, and save game systems.